Fix spinning mobs

This commit is contained in:
ElCeejo 2022-07-21 13:25:11 -07:00
parent d7da61bbb5
commit 738be4d003
2 changed files with 19 additions and 8 deletions

15
api.lua
View file

@ -19,6 +19,7 @@ local function clamp(val, min, max)
end
local vec_dist = vector.distance
local vec_multi = vector.multiply
local vec_equals = vector.equals
local vec_add = vector.add
@ -136,6 +137,7 @@ function creatura.get_node_def(node) -- Node can be name or pos
end
function creatura.get_ground_level(pos2, max_diff)
pos2.y = math.floor(pos2.y - 0.49)
local node = minetest.get_node(pos2)
local node_under = minetest.get_node({
x = pos2.x,
@ -207,12 +209,15 @@ local moveable = creatura.is_pos_moveable
function creatura.fast_ray_sight(pos1, pos2, water)
local ray = minetest.raycast(pos1, pos2, false, water or false)
for pointed_thing in ray do
if pointed_thing.type == "node" then
return false, vec_dist(pos1, pointed_thing.intersection_point), pointed_thing.ref
local pointed_thing = ray:next()
while pointed_thing do
if pointed_thing.type == "node"
and creatura.get_node_def(pointed_thing.under).walkable then
return false, vec_dist(pos1, pointed_thing.intersection_point), pointed_thing.ref, pointed_thing.intersection_point
end
pointed_thing = ray:next()
end
return true, vec_dist(pos1, pos2)
return true, vec_dist(pos1, pos2), false, pos2
end
local fast_ray_sight = creatura.fast_ray_sight
@ -432,7 +437,7 @@ function creatura.drop_items(self)
end
end
function creatura.basic_punch_func(self, puncher, time_from_last_punch, tool_capabilities, direction)
function creatura.basic_punch_func(self, puncher, time_from_last_punch, tool_capabilities, direction, damage)
if not puncher then return end
local tool = ""
if puncher:is_player() then

View file

@ -30,6 +30,11 @@ local vec_add = vector.add
local yaw2dir = minetest.yaw_to_dir
local dir2yaw = minetest.dir_to_yaw
local function vec_raise(v, n)
if not v then return end
return {x = v.x, y = v.y + n, z = v.z}
end
--[[local function debugpart(pos, time, tex)
minetest.add_particle({
pos = pos,
@ -198,7 +203,7 @@ creatura.register_movement_method("creatura:pathfind", function(self)
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos then return end
pos.y = creatura.get_ground_level(pos, 3).y
pos.y = pos.y + 0.5
-- Return true when goal is reached
if vec_dist(pos, goal) < box * 1.33 then
_self:halt()
@ -245,7 +250,7 @@ creatura.register_movement_method("creatura:theta_pathfind", function(self)
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos then return end
pos.y = creatura.get_ground_level(pos, 3).y
pos.y = pos.y + 0.5
-- Return true when goal is reached
if vec_dist(pos, goal) < box * 1.33 then
_self:halt()
@ -293,13 +298,14 @@ creatura.register_movement_method("creatura:obstacle_avoidance", function(self)
local function func(_self, goal, speed_factor)
local pos = _self.object:get_pos()
if not pos then return end
goal.y = creatura.get_ground_level(goal, 2).y
pos.y = creatura.get_ground_level(pos, 2).y
-- Return true when goal is reached
if vec_dist(pos, goal) < box * 1.33 then
_self:halt()
return true
end
local steer_to = get_avoidance_dir(_self, goal)
--local steer_to = get_avoidance_dir(_self, goal)
-- Get movement direction
local goal_dir = vec_dir(pos, goal)
if steer_to then